Planes of Existance?

But can you code it so that the spread of only one religion in one civ is slowed? I'm a code moron, so I wouldn't know.
 
But can you code it so that the spread of only one religion in one civ is slowed? I'm a code moron, so I wouldn't know.

Yeah, would just require another If-statement, asking if the religion is Veil - then do this.
 
Ah.
 
I agree. Is 50 ok. It might be important to write a special code that makes his first city the AV holy city is the AC somehow got that high without it being founded (Currently, if a religion is spread to a city before it is properly founded, then it can never be properly founded. Its holy city would never exist if Hyborem appeared too early.)

I would like a similar mechanism for CotD's holy city being wherever Abashi/Eurabates is built, but cause the cult to actually be founded in Acheron's city, and spread from there.

You could solve that problem by making the city Hyborem, founded the holy city for the veil if its not already in play.
 
MAF is only one of the problems with running an extremly large map (at least for those of us without super computers).
I am very unaware of coding. I've got a rebuilt office PC, nothing special but its over specs.
Yet once the large and huge maps fill up with units and cities then thats when my PC begins to fail.

So I was wondering if the massive amounts of units and cities were not present, then would map size still be a limiting factor? So if an adventure was made that had limits on the cities and units would we be able to play on extra large maps?
 
So I was wondering if the massive amounts of units and cities were not present, then would map size still be a limiting factor? So if an adventure was made that had limits on the cities and units would we be able to play on extra large maps?

Number of units, number of AI and number of Cities are definitely the key reasons of the problem, so my mod for example, which have no cities and only the player and the barbarians will probably be able to handle bigger maps.
 
Number of units, number of AI and number of Cities are definitely the key reasons of the problem, so my mod for example, which have no cities and only the player and the barbarians will probably be able to handle bigger maps.

Grey Fox is right. The overflow is happening in the buffer civ sets aside to write to the save file. That buffer contains every object in the game, so anything removed helps, and anything added hurts.
 
I just wrote my first Python program (very simple knock knock joke). In that learning process I gained further appreciation for Firaxis giving us these modding tools. And it makes me wonder if Civ4 using an interpreted programming language versus pre-compiled, contributes in any way to MAF or overflow etc? If so then my frustration at encountering these things are lessened a little because I very much appreciate the modding freedom thats been gained.
 
Not necessarily the MAF problem, but it does cause slowdown the more AI's and units etc there is. As python calls are costly since it is interpreted.

Which Kael has proved with his other mod.
 
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